mirror of
https://github.com/ZDoom/gzdoom.git
synced 2024-11-11 23:32:02 +00:00
Move r_bsp into a class
This commit is contained in:
parent
c396e7f949
commit
28732d63d2
12 changed files with 758 additions and 777 deletions
|
@ -134,7 +134,7 @@ namespace swrenderer
|
|||
// kg3D - its fake, no transfer_heights
|
||||
if (!(fake3D & FAKE3D_FAKEBACK))
|
||||
{ // killough 3/8/98, 4/4/98: hack for invisible ceilings / deep water
|
||||
backsector = R_FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
|
||||
backsector = RenderBSP::Instance()->FakeFlat(backsector, &tempsec, nullptr, nullptr, curline, WallC.sx1, WallC.sx2, rw_frontcz1, rw_frontcz2);
|
||||
}
|
||||
doorclosed = false; // killough 4/16/98
|
||||
|
||||
|
@ -447,7 +447,7 @@ namespace swrenderer
|
|||
|
||||
// kg3D - backup for mid and fake walls
|
||||
draw_segment->bkup = R_NewOpening(stop - start);
|
||||
memcpy(openings + draw_segment->bkup, &ceilingclip[start], sizeof(short)*(stop - start));
|
||||
memcpy(openings + draw_segment->bkup, &RenderBSP::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
|
||||
|
||||
draw_segment->bFogBoundary = IsFogBoundary(frontsector, backsector);
|
||||
if (sidedef->GetTexture(side_t::mid).isValid() || draw_segment->bFakeBoundary)
|
||||
|
@ -559,13 +559,13 @@ namespace swrenderer
|
|||
if (((draw_segment->silhouette & SIL_TOP) || maskedtexture) && draw_segment->sprtopclip == -1)
|
||||
{
|
||||
draw_segment->sprtopclip = R_NewOpening(stop - start);
|
||||
memcpy(openings + draw_segment->sprtopclip, &ceilingclip[start], sizeof(short)*(stop - start));
|
||||
memcpy(openings + draw_segment->sprtopclip, &RenderBSP::Instance()->ceilingclip[start], sizeof(short)*(stop - start));
|
||||
}
|
||||
|
||||
if (((draw_segment->silhouette & SIL_BOTTOM) || maskedtexture) && draw_segment->sprbottomclip == -1)
|
||||
{
|
||||
draw_segment->sprbottomclip = R_NewOpening(stop - start);
|
||||
memcpy(openings + draw_segment->sprbottomclip, &floorclip[start], sizeof(short)*(stop - start));
|
||||
memcpy(openings + draw_segment->sprbottomclip, &RenderBSP::Instance()->floorclip[start], sizeof(short)*(stop - start));
|
||||
}
|
||||
|
||||
if (maskedtexture && curline->sidedef->GetTexture(side_t::mid).isValid())
|
||||
|
@ -960,6 +960,8 @@ namespace swrenderer
|
|||
R_SetColorMapLight(fixedcolormap, 0, 0);
|
||||
|
||||
// clip wall to the floor and ceiling
|
||||
auto ceilingclip = RenderBSP::Instance()->ceilingclip;
|
||||
auto floorclip = RenderBSP::Instance()->floorclip;
|
||||
for (x = x1; x < x2; ++x)
|
||||
{
|
||||
if (walltop[x] < ceilingclip[x])
|
||||
|
|
|
@ -474,12 +474,7 @@ namespace swrenderer
|
|||
if (pl->left >= pl->right)
|
||||
return;
|
||||
|
||||
if (r_drawflat) // no texture mapping
|
||||
{
|
||||
drawerargs::ds_color += 4;
|
||||
R_DrawColoredPlane(pl);
|
||||
}
|
||||
else if (pl->picnum == skyflatnum) // sky flat
|
||||
if (pl->picnum == skyflatnum) // sky flat
|
||||
{
|
||||
R_DrawSkyPlane(pl);
|
||||
}
|
||||
|
@ -506,7 +501,7 @@ namespace swrenderer
|
|||
|
||||
basecolormap = pl->colormap;
|
||||
|
||||
if (r_drawflat || (!pl->height.isSlope() && !tilt))
|
||||
if (!pl->height.isSlope() && !tilt)
|
||||
{
|
||||
R_DrawNormalPlane(pl, xscale, yscale, alpha, additive, masked);
|
||||
}
|
||||
|
|
|
@ -103,9 +103,7 @@ static void R_ShutdownRenderer();
|
|||
// EXTERNAL DATA DECLARATIONS ----------------------------------------------
|
||||
|
||||
extern short *openings;
|
||||
extern bool r_fakingunderwater;
|
||||
extern int fuzzviewheight;
|
||||
extern subsector_t *InSubsector;
|
||||
|
||||
|
||||
// PRIVATE DATA DECLARATIONS -----------------------------------------------
|
||||
|
@ -555,24 +553,13 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
|
|||
R_ClearSprites ();
|
||||
|
||||
// opening / clipping determination
|
||||
// [RH] clip ceiling to console bottom
|
||||
fillshort(floorclip, viewwidth, viewheight);
|
||||
fillshort(ceilingclip, viewwidth, !screen->Accel2D && ConBottom > viewwindowy && !bRenderingToCanvas ? (ConBottom - viewwindowy) : 0);
|
||||
RenderBSP::Instance()->ClearClip();
|
||||
R_FreeOpenings();
|
||||
|
||||
NetUpdate ();
|
||||
|
||||
// [RH] Show off segs if r_drawflat is 1
|
||||
if (r_drawflat)
|
||||
{
|
||||
colfunc = &SWPixelFormatDrawers::FillColumn;
|
||||
spanfunc = &SWPixelFormatDrawers::FillSpan;
|
||||
}
|
||||
else
|
||||
{
|
||||
colfunc = basecolfunc;
|
||||
spanfunc = &SWPixelFormatDrawers::DrawSpan;
|
||||
}
|
||||
colfunc = basecolfunc;
|
||||
spanfunc = &SWPixelFormatDrawers::DrawSpan;
|
||||
|
||||
WindowLeft = 0;
|
||||
WindowRight = viewwidth;
|
||||
|
@ -583,7 +570,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
|
|||
r_dontmaplines = dontmaplines;
|
||||
|
||||
// [RH] Hack to make windows into underwater areas possible
|
||||
r_fakingunderwater = false;
|
||||
RenderBSP::Instance()->ResetFakingUnderwater();
|
||||
|
||||
// [RH] Setup particles for this frame
|
||||
P_FindParticleSubsectors ();
|
||||
|
@ -597,7 +584,7 @@ void R_RenderActorView (AActor *actor, bool dontmaplines)
|
|||
}
|
||||
// Link the polyobjects right before drawing the scene to reduce the amounts of calls to this function
|
||||
PO_LinkToSubsectors();
|
||||
R_RenderScene();
|
||||
RenderBSP::Instance()->RenderScene();
|
||||
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
||||
camera->renderflags = savedflags;
|
||||
WallCycles.Unclock();
|
||||
|
|
|
@ -484,6 +484,6 @@ void FSoftwareRenderer::RenderTextureView (FCanvasTexture *tex, AActor *viewpoin
|
|||
|
||||
sector_t *FSoftwareRenderer::FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel)
|
||||
{
|
||||
return R_FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
|
||||
return RenderBSP::Instance()->FakeFlat(sec, tempsec, floorlightlevel, ceilinglightlevel, nullptr, 0, 0, 0, 0);
|
||||
}
|
||||
|
||||
|
|
|
@ -98,8 +98,8 @@ void R_3D_NewClip()
|
|||
|
||||
curr = (ClipStack*)M_Malloc(sizeof(ClipStack));
|
||||
curr->next = 0;
|
||||
memcpy(curr->floorclip, floorclip, sizeof(short) * MAXWIDTH);
|
||||
memcpy(curr->ceilingclip, ceilingclip, sizeof(short) * MAXWIDTH);
|
||||
memcpy(curr->floorclip, RenderBSP::Instance()->floorclip, sizeof(short) * MAXWIDTH);
|
||||
memcpy(curr->ceilingclip, RenderBSP::Instance()->ceilingclip, sizeof(short) * MAXWIDTH);
|
||||
curr->ffloor = fakeFloor;
|
||||
assert(fakeFloor->floorclip == NULL);
|
||||
assert(fakeFloor->ceilingclip == NULL);
|
||||
|
|
File diff suppressed because it is too large
Load diff
|
@ -1,7 +1,3 @@
|
|||
// Emacs style mode select -*- C++ -*-
|
||||
//-----------------------------------------------------------------------------
|
||||
//
|
||||
// $Id:$
|
||||
//
|
||||
// Copyright (C) 1993-1996 by id Software, Inc.
|
||||
//
|
||||
|
@ -14,47 +10,57 @@
|
|||
// FITNESS FOR A PARTICULAR PURPOSE. See the DOOM Source Code License
|
||||
// for more details.
|
||||
//
|
||||
// DESCRIPTION:
|
||||
// Refresh module, BSP traversal and handling.
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
|
||||
#ifndef __R_BSP__
|
||||
#define __R_BSP__
|
||||
#pragma once
|
||||
|
||||
#include "tarray.h"
|
||||
#include <stddef.h>
|
||||
#include "r_defs.h"
|
||||
|
||||
EXTERN_CVAR (Bool, r_drawflat) // [RH] Don't texture segs?
|
||||
#include "swrenderer/line/r_line.h"
|
||||
|
||||
namespace swrenderer
|
||||
{
|
||||
struct visplane_t;
|
||||
|
||||
struct visplane_t;
|
||||
// The 3072 below is just an arbitrary value picked to avoid
|
||||
// drawing lines the player is too close to that would overflow
|
||||
// the texture calculations.
|
||||
#define TOO_CLOSE_Z (3072.0 / (1<<12))
|
||||
|
||||
// The 3072 below is just an arbitrary value picked to avoid
|
||||
// drawing lines the player is too close to that would overflow
|
||||
// the texture calculations.
|
||||
#define TOO_CLOSE_Z (3072.0 / (1<<12))
|
||||
enum
|
||||
{
|
||||
FAKED_Center,
|
||||
FAKED_BelowFloor,
|
||||
FAKED_AboveCeiling
|
||||
};
|
||||
|
||||
enum
|
||||
{
|
||||
FAKED_Center,
|
||||
FAKED_BelowFloor,
|
||||
FAKED_AboveCeiling
|
||||
};
|
||||
class RenderBSP
|
||||
{
|
||||
public:
|
||||
static RenderBSP *Instance();
|
||||
|
||||
void R_RenderScene();
|
||||
void R_RenderBSPNode (void *node);
|
||||
void ClearClip();
|
||||
void RenderScene();
|
||||
|
||||
// killough 4/13/98: fake floors/ceilings for deep water / fake ceilings:
|
||||
sector_t *R_FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);
|
||||
void ResetFakingUnderwater() { r_fakingunderwater = false; }
|
||||
sector_t *FakeFlat(sector_t *sec, sector_t *tempsec, int *floorlightlevel, int *ceilinglightlevel, seg_t *backline, int backx1, int backx2, double frontcz1, double frontcz2);
|
||||
|
||||
extern short floorclip[MAXWIDTH];
|
||||
extern short ceilingclip[MAXWIDTH];
|
||||
short floorclip[MAXWIDTH];
|
||||
short ceilingclip[MAXWIDTH];
|
||||
|
||||
private:
|
||||
void RenderBSPNode(void *node);
|
||||
void RenderSubsector(subsector_t *sub);
|
||||
|
||||
bool CheckBBox(float *bspcoord);
|
||||
void AddPolyobjs(subsector_t *sub);
|
||||
void FakeDrawLoop(subsector_t *sub, visplane_t *floorplane, visplane_t *ceilingplane);
|
||||
|
||||
subsector_t *InSubsector;
|
||||
sector_t *frontsector;
|
||||
uint8_t FakeSide;
|
||||
bool r_fakingunderwater;
|
||||
|
||||
SWRenderLine renderline;
|
||||
};
|
||||
}
|
||||
|
||||
#endif
|
||||
|
|
|
@ -204,6 +204,8 @@ namespace swrenderer
|
|||
WindowLeft = pl->left;
|
||||
WindowRight = pl->right;
|
||||
|
||||
auto ceilingclip = RenderBSP::Instance()->ceilingclip;
|
||||
auto floorclip = RenderBSP::Instance()->floorclip;
|
||||
for (i = pl->left; i < pl->right; i++)
|
||||
{
|
||||
if (pl->top[i] == 0x7fff)
|
||||
|
@ -249,7 +251,7 @@ namespace swrenderer
|
|||
viewposStack.Push(ViewPos);
|
||||
visplaneStack.Push(pl);
|
||||
|
||||
R_RenderScene();
|
||||
RenderBSP::Instance()->RenderScene();
|
||||
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
||||
R_DrawPlanes();
|
||||
|
||||
|
@ -464,11 +466,13 @@ namespace swrenderer
|
|||
R_3D_EnterSkybox(); // push 3D floor height map
|
||||
CurrentPortalInSkybox = false; // first portal in a skybox should set this variable to false for proper clipping in skyboxes.
|
||||
|
||||
// first pass, set clipping
|
||||
// first pass, set clipping
|
||||
auto ceilingclip = RenderBSP::Instance()->ceilingclip;
|
||||
auto floorclip = RenderBSP::Instance()->floorclip;
|
||||
memcpy(ceilingclip + pds->x1, &pds->ceilingclip[0], pds->len * sizeof(*ceilingclip));
|
||||
memcpy(floorclip + pds->x1, &pds->floorclip[0], pds->len * sizeof(*floorclip));
|
||||
|
||||
R_RenderScene();
|
||||
RenderBSP::Instance()->RenderScene();
|
||||
R_3D_ResetClip(); // reset clips (floor/ceiling)
|
||||
if (!savedvisibility && camera) camera->renderflags &= ~RF_INVISIBLE;
|
||||
|
||||
|
|
|
@ -162,7 +162,7 @@ namespace swrenderer
|
|||
}
|
||||
|
||||
// killough 4/13/98: get correct lightlevel for 2s normal textures
|
||||
sec = R_FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
|
||||
sec = RenderBSP::Instance()->FakeFlat(frontsector, &tempsec, nullptr, nullptr, nullptr, 0, 0, 0, 0);
|
||||
|
||||
basecolormap = sec->ColorMap; // [RH] Set basecolormap
|
||||
|
||||
|
|
|
@ -170,7 +170,7 @@ namespace swrenderer
|
|||
else if (pass == 0)
|
||||
{
|
||||
mceilingclip = walltop;
|
||||
mfloorclip = ceilingclip;
|
||||
mfloorclip = RenderBSP::Instance()->ceilingclip;
|
||||
needrepeat = 1;
|
||||
}
|
||||
else
|
||||
|
@ -186,7 +186,7 @@ namespace swrenderer
|
|||
goto done;
|
||||
}
|
||||
mceilingclip = walltop;
|
||||
mfloorclip = ceilingclip;
|
||||
mfloorclip = RenderBSP::Instance()->ceilingclip;
|
||||
break;
|
||||
|
||||
case RF_CLIPMID:
|
||||
|
@ -203,7 +203,7 @@ namespace swrenderer
|
|||
{
|
||||
goto done;
|
||||
}
|
||||
mceilingclip = floorclip;
|
||||
mceilingclip = RenderBSP::Instance()->floorclip;
|
||||
mfloorclip = wallbottom;
|
||||
break;
|
||||
}
|
||||
|
@ -296,7 +296,7 @@ namespace swrenderer
|
|||
// If this sprite is RF_CLIPFULL on a two-sided line, needrepeat will
|
||||
// be set 1 if we need to draw on the lower wall. In all other cases,
|
||||
// needrepeat will be 0, and the while will fail.
|
||||
mceilingclip = floorclip;
|
||||
mceilingclip = RenderBSP::Instance()->floorclip;
|
||||
mfloorclip = wallbottom;
|
||||
R_FinishSetPatchStyle();
|
||||
} while (needrepeat--);
|
||||
|
|
|
@ -114,6 +114,8 @@ namespace swrenderer
|
|||
// entered, we don't need to clip it to drawsegs like a normal sprite.
|
||||
|
||||
// Clip particles behind walls.
|
||||
auto ceilingclip = RenderBSP::Instance()->ceilingclip;
|
||||
auto floorclip = RenderBSP::Instance()->floorclip;
|
||||
if (y1 < ceilingclip[x1]) y1 = ceilingclip[x1];
|
||||
if (y1 < ceilingclip[x2 - 1]) y1 = ceilingclip[x2 - 1];
|
||||
if (y2 >= floorclip[x1]) y2 = floorclip[x1] - 1;
|
||||
|
|
|
@ -123,7 +123,7 @@ namespace swrenderer
|
|||
else
|
||||
{ // This used to use camera->Sector but due to interpolation that can be incorrect
|
||||
// when the interpolated viewpoint is in a different sector than the camera.
|
||||
sec = R_FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
|
||||
sec = RenderBSP::Instance()->FakeFlat(viewsector, &tempsec, &floorlight, &ceilinglight, nullptr, 0, 0, 0, 0);
|
||||
|
||||
// [RH] set basecolormap
|
||||
basecolormap = sec->ColorMap;
|
||||
|
|
Loading…
Reference in a new issue